I covered much of this in another thread in the PvP section. Wolf Marks aren't a very good example to use as before Garo it took quite a lot to get a body piece (12,700 vs the 4000 it takes now, and you didn't win 1000 for first place). You REALLY had to grind marks back then, and by the time the changes were made to both cost of gear and amounts awarded per 1st/2nd/3rd place, most frequent PvPers already had all they wanted with Wolf Marks. Removing wolf marks would hurt those who have yet to earn them, yes, which is why they wouldn't do that. Same with tomestones. But XP is different. You can get XP from every other content, and in some cases more. There was a time it didn't offer XP and it was both active, and there were far less players exploiting it for XP.
And if the state of PvP was not fine for them, why did it take 3 years to fix? Why was support so poor, communication with the playerbase that actually played it (as "not fine" as it was) practically non-existent, and rewards so far and few in between? Why did it take til 3.5 to implement the big change the community wanted, and even told them would improve queues (and it did, not the Garo event)? Why did they completely ignore the PvP community when they said "don't completely remove chat in the Feast; it'll cause entirely different problems" (and it did)?
PvP as it was before wasn't perfect, no, but it wasn't difficult. There was however, absolutely nothing done on SE's part to attempt to teach players. The community did that for themselves. To be fair, SE doesn't put out extreme trials or raid guides, players do that for themselves too. The difference was people who were interested in PvP and wanted to do well sought these guides out. They made the effort, and that's why they did well. That's still entirely possible with all the new systems in place, but I think there's far too many people that expect to lose, and thus don't try to learn or do well, even now with the "simpler" PvP systems. You get out what you put in, and if people don't want to learn, then they make it harder on themselves to win.
And let's not forget if "everyone gets a trophy" (XP in this case), most would see it pointless to TRY to win, thus afking and botting becomes rampant. Can you imagine if win or lose, you got drops from extreme trials? How many people would actually try to learn the fights and do well then? SE can continue to simplify and ease the difficulty of content, but at some point people have to actually TRY. Otherwise what's the point?



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